docs: 'providing your own HUD art' + the Studio/Rojo stale-Play-cache gotcha

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Samuel Lison
2026-06-19 16:28:42 +10:00
co-authored by Claude Opus 4.8
parent c3c676fd13
commit 63b1bbd6fb
2 changed files with 25 additions and 0 deletions
+19
View File
@@ -105,6 +105,25 @@ To add a bar: duplicate an existing one, change its `Stat` attribute. To remove
To re-skin: edit the `Fill` and surrounding elements however you like. (Bars tagged
`SurvivorStatBar` work too — handy for the upcoming Builder UI.)
## Providing your own HUD art
The engine ships **no** icons (content-free). Supply your own — first match wins:
1. set a bar's **`Icon`** attribute (or the credits/counter element's) to an asset id — **live**:
the HUD renders it the instant it's set, so a game can assign art at runtime;
2. set the stat's **`Icon`** on the `SurvivalStatsConfig` instance / via `Stats.defineStat`;
3. register into the **`Assets`** registry:
`SurvivorCore.Assets.register("StatIcons", "Hunger", id)` (category `StatIcons`, key = stat /
counter name).
**Upload to your own account.** A Roblox image asset is owned by whoever uploads it, so the clean
model is **per-game**: each game uploads its own icons (to its account or group) and references
its own ids. That keeps your art private to your game, avoids cross-experience asset-permission
gating, and needs no Premium (image uploads are free, just rate-limited). To share a set publicly,
publish it to the Creator Store (moderated). The demo's example flat set lives in
`demo/assets/icons/` — drop them in and upload to your account, or generate your own (the icon
pipeline is in the [design language](design-language.md)).
## How it ships (and always appears)
You never have to wire the HUD up: